/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once
#include "../shared/vector.h"

class IEntity;

// Tile event states
enum {
    ON_TILE = 1,
    OFF_TILE,
};
/**
======================================================================================
Events -
Assign an event to a tile, if something (an Entity) triggers the event,
we have event codes and the tile will take the proper action
======================================================================================
*/


struct TileEvent
{
    TileEvent() :   effects(NULL),
                    damage(0), nextActiveTime(0),
                    type(0), waitTime(0),
                    status(OFF_TILE) {}
	// entity effected
	IEntity* effects;

	// location to be effected
	Vector2f destination;

	// Damage
	int damage;

	// type of event
	int type;

    // Status
    int status;

    // Time to next activation
    int nextActiveTime;
    // Time to wait
    int waitTime;

    // script to run
    std::string script;

};

